Qing Shan Qu Zui

Chapter 965 Perfect Blessing of New Artificial Intelligence Technology!

Chapter 1 Meeting Set

After finishing the call with Xia Jiang, Meng Chang held a small meeting with several key employees from the advertising and marketing department to finalize the interview arrangements.

Since Xia Jiang needed to complete the interviews with Wu Zhicheng, Qiu Hong, and the incubation base first, which would take some time, the exclusive interview with Meng Chang was scheduled for next Tuesday.

Meng Chang had already declined the interview citing his busy work schedule, but he had to push a few key employees from his department to go through the motions.

Of course, he didn't give any special instructions, because Meng Chang had always felt that the employees in the advertising and marketing department were very obedient tools. They had been working together for so long, and the cooperation had been pleasant. They were all trustworthy.

The others in the advertising and marketing department were unaware of Meng Chang's little scheme, so they naturally weren't worried about any problems arising during the interview. They just needed to complete the interview process as usual.

After arranging the interview-related matters, Meng Chang returned to his workstation and continued playing *Mission and Choice*.

He had been playing intensely during work hours and had finally completed about 70-80% of the story content in the test version.

Meng Chang had no prior experience with RTS games, but *Mission and Choice* wasn't a traditional RTS game, and the requirements for micromanagement were low, so Meng Chang didn't find it too difficult. As long as he used his brain a little, he could progress to this stage.

However, the difficulty would increase in the later parts of the game, requiring a deeper understanding of the game and better skills to complete.

Actually, Meng Chang had almost reached the point of understanding the game.

Like many AAA titles, after playing through 60-70% of the main content, most of the game's mechanics and gameplay had been unlocked. Playing further would just be for the sake of seeing the story ending.

So, Meng Chang felt relatively confident. From his perspective, the game didn't seem that fun.

In particular, the game's featured AI system didn't seem that intelligent, which greatly reduced the fun brought by the core gameplay.

Meng Chang didn't understand profound game design theories, but as an ordinary player who had never been exposed to RTS games, he could represent the opinions of many "outsider players."

Considering the large investment in *Mission and Choice*, if the game could only please RTS game players and domestic single-player game circle players, and couldn't "break the circle" and get many players who weren't originally interested in RTS games to buy it, it would be difficult to recover the costs.

So Meng Chang felt that there was still a possibility that the game would not sell well and would not recover its costs after its release, and the possibility was high!

In that case, even if his promotional plan failed, he could still get a commission!

This greatly encouraged Meng Chang.

But once bitten, twice shy, Meng Chang didn't dare to take it lightly. In the coming period, he would still have to spend a lot of time playing this game, just in case.

Every time the employees of the advertising and marketing department passed by, they could see Meng Chang playing *Mission and Choice*, and they couldn't help but be inspired and touched by Brother Meng's dedication.

...

...

April 5th, Thursday.

Hu Xianbin, Min Jingchao, Jiang Yuan, Shen Renjie, Wang Xiaobin, Chang You, and other department heads gathered at the Numa Artificial Intelligence Laboratory to see the application of the new artificial intelligence technology in the game *Mission and Choice*.

Shen Renjie first told everyone about the basic principles of this breakthrough in artificial intelligence technology. Although most people were confused, they at least understood the biggest feature of the game AI produced by this artificial intelligence compared to the previous AI.

This new technology allows the AI to randomly simulate the actions of each unit in each step based on the basic rules of the game, and the winning solution scores will increase. Through hundreds of thousands or even more game simulations, from the movement of a single unit to the overall strategy selected during the entire game, the artificial intelligence can quantify it as a specific win rate change.

In this way, the artificial intelligence can simultaneously control both sides of the battle at every moment to conduct self-gambling, and after the win rate can be quantified, it can be self-regulated, so that the development of the entire game is always in the hands of the AI.

And after this technology is applied to *Mission and Choice*, the most prominent features are two.

First, in battles with "realistic elements", the performance will be more realistic and the difficulty will be more linear.

Originally, it was relatively rigid to express "realistic elements" through computer AI.

In battle, the specific expression of a unit disobeying orders or an entire army scattering and fleeing will give players a very different feeling.

He An, Meng Chang, Hu Xianbin, and others have all played the game, and generally reported that the performance of the AI is not perfect, because the expression of "realistic elements" is difficult to satisfy.

Because of the shortcomings of the AI, sometimes the rout of a certain unit seems unreasonable, which greatly reduces the sense of realism.

After the new technology is applied, the "realistic element" simulation made by the AI is based on the deduction of the existing win rate, and each unit's behavior when disobeying orders has a certain rationality as a support, and the sense of realism is greatly enhanced.

In simple terms, if the original troops disobeyed orders, the player might think "it's crazy", but now if the troops disobey orders, the player will think they have encountered a stupid subordinate.

The difference between "crazy" and "stupid" is the change brought about by the new artificial intelligence technology.

Even in the plot after the protagonist's speech, the human army can burst out with a strong fighting will because of encouragement, and at this time the AI can make smarter decisions than humans.

This decision will significantly improve the overall combat performance, but it will not make players feel like they are cheating. There is no numerical improvement, but a tactical improvement, which minimizes the sense of unreality for players.

Secondly, as time goes by, the upper limit of human-computer battles will be infinitely raised, which can support the game to launch more related gameplays.

*Mission and Choice* is, after all, an RTS game. Although players like Meng Chang who don't understand RTS games at all may get stuck, it is not difficult for some veterans to clear the game's story. After clearing the game, they lose the motivation to continue exploring the game's in-depth gameplay.

The solution for other RTS games is to open up ladder battles and automatically screen masters through ladders in the player community.

Players continue to improve and progress in the confrontation with masters, and they will always pursue higher goals, and the life of the game will naturally be extended accordingly.

But *Mission and Choice*'s approach is completely different from traditional RTS games. In order to lower the threshold, the amount of micromanagement required by players has been greatly reduced, and there is no balance between the two races.

PVP ladder can be done, but the effect will definitely not be very good, and the intensity of regular PVE is not enough, and masters will soon lose interest.

Now, the new artificial intelligence technology can provide a "Eternal War" gameplay, which is "Endless Mode". In this mode, the AI's combat power will continue to increase, and the difficulty curve will be very smooth, so that masters who like this game can rush to the ladder through PVE and get a long-term goal.

Of course, PVP and even multiplayer battle gameplay can also be done, but these gameplay are only used as entertainment modes because of poor balance.

In addition, the original campaign mode will also benefit.

Originally, the campaign level design was completed by the designers, and the difficulty curve may not be smooth. Sometimes the difficulty is not increased enough, and players may not feel anything after playing several levels in a row; if the difficulty is increased too much, it will get players stuck.

With the help of the new artificial intelligence technology, designers can not only optimize and adjust the original level design, but also dynamically adjust the level difficulty according to the real-time win rate, so that players can play the story mode more smoothly.

After this series of changes, *Mission and Choice* has finally made up for the last shortcoming, and the last little flaw has been perfectly solved!

Next, until the release, the designers of Tenda Games will adjust the level design and some details of *Mission and Choice* to ensure that the game can reach a perfect state when it is released.

*Mission and Choice* is the first game to eat the bonus, and the reason why Wang Xiaobin and Min Jingchao and others are all called here is to allow this artificial intelligence technology to be applied to more games.

Especially *Fitness Battle* and GOG.

In *Fitness Battle*, the characters in the game will frequently talk to the player. This new technology can improve the deep learning ability of the characters in the game. Through the player's feedback on the AI behavior, the behavior of the characters in the game can be more biased towards the player's preferences.

In other words, the original development only includes body, clothing, etc., but after adding artificial intelligence technology, the personality of the character in the game will also change with the closeness to the protagonist.

In this way, every *Fitness Battle* player can cultivate their favorite character into a state that is more tacit with them in the game.

In GOG, this technology can also be used to develop a more difficult human-computer battle system.

Of course, GOG already has a large number of professional players, and various tactics and routines are already very rich. As far as the current artificial intelligence technology is concerned, it is impossible to thoroughly understand these tactics and compete with the professional team. There is still a long way to go.

But at least this level of human-machine competition is completely okay to compete with players below the platinum rank.

Although this is just a prototype, its development potential is great, and it may even be possible for artificial intelligence to compete with professional teams on the same stage in the future.

In other words, although this artificial intelligence technology does not directly improve the competitiveness of Aeeis artificial intelligence on Otto's mobile phone, it has a profound impact on many game departments under Tenda!